Turn 23Almonaster 1: Leave the room.You grab the door handle, push down and...
...one moment.
Gerrick 1: Throw the one good lamp at the TV.Unplugging the lamp is easy, if a little damp. Annoying, the TV doesn't break under the force of the lamp. You recover it and hurl it twice more. Each time the lamp bounces off. You broke the lamp more than the TV. Oh well, at least something is shattered beyond repair, not to mention it now matches the other lamp.
Gerrick 2: Jump on the bed.It's not a very bouncy bed. It nearly takes out your ankles. But, with effort, you manage to give the roof a good, hearty highfive.
Gerrick 3. Drink the water coming from the hole in the wall.You're halfway through gathering some in your palm when it hits you: this water has filtered its way through a pillow. Your head had been on it. You stare at the water for a few seconds, then shrug and give it a taste.
Blerg. It tastes like car exhaust.
taulover 1: Do five jumping jacks.Spitting out the water, you hop back on the bed and demonstrate your profound athletic skills. You then get off the bed and do your jumping jacks again, as jumping jacks on a bed isn't efficient at all.
El Fiji Grande 1: Leave the room.Affairs in order, you leave the room.
It's pitch black outside, so you use the torch to light your way. To your left, more doors, more rooms, all locked when you check them. To your right, the stairwell out.
Almonaster 2: Lock the door behind me.Behind you, the door sits half open. You pull it to. Your hand automatically lands to the side, to lock the door, but that's a foolish....
There's a latch, a barrel bolt, on this side of the door. You could've sworn that wasn't there when you entered that room. You slowly close the door, then bob down to its eye level. There's a small hole in the door, or rather a few. You open the door and find the "lock," and there is a piece of string on the top and bottom of the lock.
You close and lock the door behind you.
You take a deep breath.
El Fiji Grande 2: Release a blood-curdling scream.“EEEEYYAAAAAUUUUUUGHHHHHH!!!!”
El Fiji Grande 3: Run.Throat straining, you peg it to the stairs.
You remember -- you went down those stairs, the first time, so you throw yourself upwards and out. Your backpack slams into you again and again with every step, but you press onwards. Somehow nobody appears. Somehow, even though that door must've ben unlocked by
someone, you see nobody.
You slam, at full force, into the doors outside, and your next scream is in frustration as they don't burst open. The button at the side must've lost half its lifespan at the force of your punch, and the doors gently swing open. You shove it as it goes.
For the first time in hours, you're breathing open air.
A breathless laugh escapes you. You're
out. You're okay. There's civilization around you. You cup your arms around your mouth and hollar towards the shore, screaming for someone to get you off and far away from the crazy ship and its screwed up sense of hospitality. You hear a rumbling sound -- a helecopter.
After a minute, a bright spotlight spits out from far above. It hits your eyes, blindingly, and you hold up a hand to shield yourself. A voice through a megaphone crackles in an unfamiliar language down at you. You squint and grin and bear it, waving your other hand above your head. You're okay. You're
okay.Black shapes descend from the helecopter and land on the other side of the deck. You head over, relieved to finally be out and ready to talk, extensively, to the law enforcement of wherever you are.
Congratulations! You've Escaped The Room!Thanks to the efforts of
@Kane lives,
@Gerrick,
@taulover,
@El Fiji Grande,
@Hydra, and
@Almonaster, this escape room has been solved in approximately 27 days (which was my fault), taking 23 turns! Thank you to everyone who took part, neighbours and residents alike, and those who took a peek rather than posting.
When planning this escape room I hoped to use more
puzzle puzzles rather than connect-the-dots puzzles. It seems like I did my job a bit too well to the detriment of everyone's fun. Once again, I'm sorry for that. At times my descriptions of your surroundings were insufficient to carry the game forward. Ideally, next time I'd make use of more drawings, but my drawing skills are kinda rubbish, so that's less than ideal. Either way, I’ll have... let’s say… half a year before the next game. I have an idea for it. Well, three well developed settings and one blurry half thought, but I know what I’m going to present you all next, so I have plenty of time to prepare and perhaps be a little more careful in my puzzle construction.
Just for fun, here's the "map" of the puzzles:
Spoiler
Layer Prologue
Any Malleable Object Interaction
Layer Prologue 2
Plug The Hole (Key 1 from [Any Malleable Object Interaction]).
Layer Base
Phone Interaction
Lamp Interaction
DD5 (Desk Drawer 5) Interaction
Suitcase Interaction
Suitcase Interaction - Shift
Tissue Box Interaction
Arena Painting Interaction
Sewer Painting Interaction
Backpack Interaction
Layer 5
Rotary Lock (Key 1 from [Arena Painting Interaction], Key 2 from [Sewer Painting Interaction]).
Phone Call (Key 1 from [Phone Interaction])
Layer 4
Gratuitous Māori (Key 1 from Rotary Lock, Key 2 from [Tissue Box Interaction] and [Suitcase Interaction - shift]).
Buckets 1 (Access room by Phone Call)
Layer 3
Pirate Redux (Access room by Phone Call; 5 Keys scattered around the room)
Buckets 2 (Key 1 from Buckets 1)
Tell Tales (Key 1 from [Lamp Interaction], Key 2 from [DD5 Interaction])
Look Up (Key 1 from Gratuitous Māori, Key 2 from [Wintreath Exploration])
Layer 2
Bike Lock 1 (Key 1 from Bucket 1/2, Key 2 from Pirate Redux)
Bike Lock 2 (Key 1 from Tell Tales, Key 2 from Look Up)
Simon Says (Key 1 from [Backpack Interaction], Key 2 from [Suitcase Interaction])
Layer 1
Keycards (Key 1 from Bike Lock 1, Key 2 from Bike Lock 2, Key 3 from Simon Says)
Layer 0
Unlock the Door (Key gained from Keycards)
Extra Layers
Riddles (Key 1 from Simon Says, Key 2 from [TV Interaction - On], Key 3 from [Suitcase Plug Interaction 1], Key 4 from [Suitcase Plug Interaction 2], Key 5 from [Menu Navigation]. Does not advance Escape, but provides hint mechanism.
What did you all think? I would appreciate any complaints, since that'll help out in making this game funner for everyone. Any general feedback and ideas for next time would also be appreciated. Thank you all for playing, especially for sticking around even after my errors. Ka kite and congrats on your freedom!
@Wintermoot, I'm sorry for holding up Summerend for so long.